this post was submitted on 17 Jul 2023
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Op is saying the cutscenes don't work in-game. Nobody said anything about cracking. And I'm saying if the problem was the lack of a system decoder that could easily be solved since there are free decoders available.
As I wrote the codecs were usually included in the game. No sane developer assumed that they are already installed in the system.
Now how do you get a game to not use the codec it's shipped with? By cracking.
If the codec was included in the game you wouldn't need to pay to use it. It was already paid by the developers.
Edit: not to mention modding games is legal in most cases
Having the runtime of the codec installed in a wine prefix is not the same as having it work. Just like wine has to work on the codec to get the data to it and output back to the game, in a way that the game, the codec and wines d3d implementation can deal with it. This is made mode difficult by some codecs doing output themselves and some handing buffers back to the game for display.
This is hard and gruesome work. With painstaking observing and duplicating behavior, since a lot is not documented and for a clean room implementation the person implementing it can not look at disassembled binaries or (hypothetical) code-leaks.
That is just wrong. "Cracking" is the circumvention of Copy-Protection. Before Denuvo afaik no Copy-Protection had data-integrty checks, so modification of game Behavior (aka Modding) did not require tampering with the Copy Protection. Best Example SKSE for Skyrim, a tool adding a lot of additional functions to the internal scripting language while still keeping copy protection in tact.